mirror of
https://github.com/Drezil/imgui.git
synced 2024-12-18 22:26:34 +00:00
Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_dx10.cpp # backends/imgui_impl_dx11.cpp # backends/imgui_impl_dx12.cpp # backends/imgui_impl_dx9.cpp # backends/imgui_impl_opengl3.cpp # backends/imgui_impl_win32.cpp # docs/CHANGELOG.txt # examples/example_glfw_vulkan/main.cpp # examples/example_sdl_vulkan/main.cpp # imgui.cpp
This commit is contained in:
commit
ffa863a3ba
52
.github/workflows/build.yml
vendored
52
.github/workflows/build.yml
vendored
@ -3,8 +3,16 @@ name: build
|
|||||||
on:
|
on:
|
||||||
push:
|
push:
|
||||||
pull_request:
|
pull_request:
|
||||||
schedule:
|
workflow_run:
|
||||||
- cron: '0 9 * * *'
|
# Use a workflow as a trigger of scheduled builds. Forked repositories can disable scheduled builds by disabling
|
||||||
|
# "scheduled" workflow, while maintaining ability to perform local CI builds.
|
||||||
|
workflows:
|
||||||
|
- scheduled
|
||||||
|
branches:
|
||||||
|
- master
|
||||||
|
- docking
|
||||||
|
types:
|
||||||
|
- requested
|
||||||
|
|
||||||
jobs:
|
jobs:
|
||||||
Windows:
|
Windows:
|
||||||
@ -98,22 +106,22 @@ jobs:
|
|||||||
- name: Build Win32 example_glfw_opengl3
|
- name: Build Win32 example_glfw_opengl3
|
||||||
shell: cmd
|
shell: cmd
|
||||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj /p:Platform=Win32 /p:Configuration=Release'
|
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj /p:Platform=Win32 /p:Configuration=Release'
|
||||||
if: github.event_name == 'schedule'
|
if: github.event_name == 'workflow_run'
|
||||||
|
|
||||||
- name: Build Win32 example_glfw_vulkan
|
- name: Build Win32 example_glfw_vulkan
|
||||||
shell: cmd
|
shell: cmd
|
||||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release'
|
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release'
|
||||||
if: github.event_name == 'schedule'
|
if: github.event_name == 'workflow_run'
|
||||||
|
|
||||||
- name: Build Win32 example_sdl_vulkan
|
- name: Build Win32 example_sdl_vulkan
|
||||||
shell: cmd
|
shell: cmd
|
||||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release'
|
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release'
|
||||||
if: github.event_name == 'schedule'
|
if: github.event_name == 'workflow_run'
|
||||||
|
|
||||||
- name: Build Win32 example_sdl_opengl2
|
- name: Build Win32 example_sdl_opengl2
|
||||||
shell: cmd
|
shell: cmd
|
||||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj /p:Platform=Win32 /p:Configuration=Release'
|
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj /p:Platform=Win32 /p:Configuration=Release'
|
||||||
if: github.event_name == 'schedule'
|
if: github.event_name == 'workflow_run'
|
||||||
|
|
||||||
- name: Build Win32 example_sdl_opengl3
|
- name: Build Win32 example_sdl_opengl3
|
||||||
shell: cmd
|
shell: cmd
|
||||||
@ -122,7 +130,7 @@ jobs:
|
|||||||
- name: Build Win32 example_sdl_directx11
|
- name: Build Win32 example_sdl_directx11
|
||||||
shell: cmd
|
shell: cmd
|
||||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_directx11/example_sdl_directx11.vcxproj /p:Platform=Win32 /p:Configuration=Release'
|
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_directx11/example_sdl_directx11.vcxproj /p:Platform=Win32 /p:Configuration=Release'
|
||||||
if: github.event_name == 'schedule'
|
if: github.event_name == 'workflow_run'
|
||||||
|
|
||||||
- name: Build Win32 example_win32_directx9
|
- name: Build Win32 example_win32_directx9
|
||||||
shell: cmd
|
shell: cmd
|
||||||
@ -135,12 +143,12 @@ jobs:
|
|||||||
- name: Build Win32 example_win32_directx11
|
- name: Build Win32 example_win32_directx11
|
||||||
shell: cmd
|
shell: cmd
|
||||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx11/example_win32_directx11.vcxproj /p:Platform=Win32 /p:Configuration=Release'
|
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx11/example_win32_directx11.vcxproj /p:Platform=Win32 /p:Configuration=Release'
|
||||||
if: github.event_name == 'schedule'
|
if: github.event_name == 'workflow_run'
|
||||||
|
|
||||||
- name: Build x64 example_glfw_opengl2
|
- name: Build x64 example_glfw_opengl2
|
||||||
shell: cmd
|
shell: cmd
|
||||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
||||||
if: github.event_name == 'schedule'
|
if: github.event_name == 'workflow_run'
|
||||||
|
|
||||||
- name: Build x64 example_glfw_opengl3
|
- name: Build x64 example_glfw_opengl3
|
||||||
shell: cmd
|
shell: cmd
|
||||||
@ -153,17 +161,17 @@ jobs:
|
|||||||
- name: Build x64 example_sdl_vulkan
|
- name: Build x64 example_sdl_vulkan
|
||||||
shell: cmd
|
shell: cmd
|
||||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
||||||
if: github.event_name == 'schedule'
|
if: github.event_name == 'workflow_run'
|
||||||
|
|
||||||
- name: Build x64 example_sdl_opengl2
|
- name: Build x64 example_sdl_opengl2
|
||||||
shell: cmd
|
shell: cmd
|
||||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
||||||
if: github.event_name == 'schedule'
|
if: github.event_name == 'workflow_run'
|
||||||
|
|
||||||
- name: Build x64 example_sdl_opengl3
|
- name: Build x64 example_sdl_opengl3
|
||||||
shell: cmd
|
shell: cmd
|
||||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
||||||
if: github.event_name == 'schedule'
|
if: github.event_name == 'workflow_run'
|
||||||
|
|
||||||
- name: Build x64 example_sdl_directx11
|
- name: Build x64 example_sdl_directx11
|
||||||
shell: cmd
|
shell: cmd
|
||||||
@ -172,17 +180,17 @@ jobs:
|
|||||||
- name: Build x64 example_win32_directx9
|
- name: Build x64 example_win32_directx9
|
||||||
shell: cmd
|
shell: cmd
|
||||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx9/example_win32_directx9.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx9/example_win32_directx9.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
||||||
if: github.event_name == 'schedule'
|
if: github.event_name == 'workflow_run'
|
||||||
|
|
||||||
- name: Build x64 example_win32_directx10
|
- name: Build x64 example_win32_directx10
|
||||||
shell: cmd
|
shell: cmd
|
||||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx10/example_win32_directx10.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx10/example_win32_directx10.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
||||||
if: github.event_name == 'schedule'
|
if: github.event_name == 'workflow_run'
|
||||||
|
|
||||||
- name: Build x64 example_win32_directx11
|
- name: Build x64 example_win32_directx11
|
||||||
shell: cmd
|
shell: cmd
|
||||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx11/example_win32_directx11.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx11/example_win32_directx11.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
||||||
if: github.event_name == 'schedule'
|
if: github.event_name == 'workflow_run'
|
||||||
|
|
||||||
- name: Build x64 example_win32_directx12
|
- name: Build x64 example_win32_directx12
|
||||||
shell: cmd
|
shell: cmd
|
||||||
@ -344,17 +352,17 @@ jobs:
|
|||||||
|
|
||||||
- name: Build example_glfw_opengl3
|
- name: Build example_glfw_opengl3
|
||||||
run: make -C examples/example_glfw_opengl3
|
run: make -C examples/example_glfw_opengl3
|
||||||
if: github.event_name == 'schedule'
|
if: github.event_name == 'workflow_run'
|
||||||
|
|
||||||
- name: Build example_sdl_opengl2
|
- name: Build example_sdl_opengl2
|
||||||
run: make -C examples/example_sdl_opengl2
|
run: make -C examples/example_sdl_opengl2
|
||||||
if: github.event_name == 'schedule'
|
if: github.event_name == 'workflow_run'
|
||||||
|
|
||||||
- name: Build example_sdl_opengl3
|
- name: Build example_sdl_opengl3
|
||||||
run: make -C examples/example_sdl_opengl3
|
run: make -C examples/example_sdl_opengl3
|
||||||
|
|
||||||
MacOS:
|
MacOS:
|
||||||
runs-on: macOS-latest
|
runs-on: macos-latest
|
||||||
steps:
|
steps:
|
||||||
- uses: actions/checkout@v2
|
- uses: actions/checkout@v2
|
||||||
|
|
||||||
@ -392,7 +400,7 @@ jobs:
|
|||||||
|
|
||||||
- name: Build example_glfw_opengl3
|
- name: Build example_glfw_opengl3
|
||||||
run: make -C examples/example_glfw_opengl3
|
run: make -C examples/example_glfw_opengl3
|
||||||
if: github.event_name == 'schedule'
|
if: github.event_name == 'workflow_run'
|
||||||
|
|
||||||
- name: Build example_glfw_metal
|
- name: Build example_glfw_metal
|
||||||
run: make -C examples/example_glfw_metal
|
run: make -C examples/example_glfw_metal
|
||||||
@ -402,7 +410,7 @@ jobs:
|
|||||||
|
|
||||||
- name: Build example_sdl_opengl2
|
- name: Build example_sdl_opengl2
|
||||||
run: make -C examples/example_sdl_opengl2
|
run: make -C examples/example_sdl_opengl2
|
||||||
if: github.event_name == 'schedule'
|
if: github.event_name == 'workflow_run'
|
||||||
|
|
||||||
- name: Build example_sdl_opengl3
|
- name: Build example_sdl_opengl3
|
||||||
run: make -C examples/example_sdl_opengl3
|
run: make -C examples/example_sdl_opengl3
|
||||||
@ -414,7 +422,7 @@ jobs:
|
|||||||
run: xcodebuild -project examples/example_apple_opengl2/example_apple_opengl2.xcodeproj -target example_osx_opengl2
|
run: xcodebuild -project examples/example_apple_opengl2/example_apple_opengl2.xcodeproj -target example_osx_opengl2
|
||||||
|
|
||||||
iOS:
|
iOS:
|
||||||
runs-on: macOS-latest
|
runs-on: macos-latest
|
||||||
steps:
|
steps:
|
||||||
- uses: actions/checkout@v2
|
- uses: actions/checkout@v2
|
||||||
|
|
||||||
@ -460,7 +468,7 @@ jobs:
|
|||||||
discord-webhook: ${{ secrets.DISCORD_CI_WEBHOOK }}
|
discord-webhook: ${{ secrets.DISCORD_CI_WEBHOOK }}
|
||||||
github-token: ${{ github.token }}
|
github-token: ${{ github.token }}
|
||||||
action-task: discord-jobs
|
action-task: discord-jobs
|
||||||
discord-filter: "'{{ github.branch }}'.match(/master|docking|tables/g) != null && '{{ run.conclusion }}' != '{{ last_run.conclusion }}'"
|
discord-filter: "'{{ github.branch }}'.match(/master|docking/g) != null && '{{ run.conclusion }}' != '{{ last_run.conclusion }}'"
|
||||||
discord-username: GitHub Actions
|
discord-username: GitHub Actions
|
||||||
discord-job-new-failure-message: ''
|
discord-job-new-failure-message: ''
|
||||||
discord-job-fixed-failure-message: ''
|
discord-job-fixed-failure-message: ''
|
||||||
|
15
.github/workflows/scheduled.yml
vendored
Normal file
15
.github/workflows/scheduled.yml
vendored
Normal file
@ -0,0 +1,15 @@
|
|||||||
|
#
|
||||||
|
# This is a dummy workflow used to trigger scheduled builds. Forked repositories most likely should disable this
|
||||||
|
# workflow to avoid daily builds of inactive repositories.
|
||||||
|
#
|
||||||
|
name: scheduled
|
||||||
|
|
||||||
|
on:
|
||||||
|
schedule:
|
||||||
|
- cron: '0 9 * * *'
|
||||||
|
|
||||||
|
jobs:
|
||||||
|
scheduled:
|
||||||
|
runs-on: ubuntu-latest
|
||||||
|
steps:
|
||||||
|
- run: exit 0
|
10
.github/workflows/static-analysis.yml
vendored
10
.github/workflows/static-analysis.yml
vendored
@ -1,8 +1,12 @@
|
|||||||
name: static-analysis
|
name: static-analysis
|
||||||
|
|
||||||
on:
|
on:
|
||||||
push: {}
|
workflow_run:
|
||||||
pull_request: {}
|
# Perform static analysis together with build workflow. Build triggers of "build" workflow do not need to be repeated here.
|
||||||
|
workflows:
|
||||||
|
- build
|
||||||
|
types:
|
||||||
|
- requested
|
||||||
|
|
||||||
jobs:
|
jobs:
|
||||||
PVS-Studio:
|
PVS-Studio:
|
||||||
@ -51,7 +55,7 @@ jobs:
|
|||||||
discord-webhook: ${{ secrets.DISCORD_CI_WEBHOOK }}
|
discord-webhook: ${{ secrets.DISCORD_CI_WEBHOOK }}
|
||||||
github-token: ${{ github.token }}
|
github-token: ${{ github.token }}
|
||||||
action-task: discord-jobs
|
action-task: discord-jobs
|
||||||
discord-filter: "'{{ github.branch }}'.match(/master|docking|tables/g) != null && '{{ run.conclusion }}' != '{{ last_run.conclusion }}'"
|
discord-filter: "'{{ github.branch }}'.match(/master|docking/g) != null && '{{ run.conclusion }}' != '{{ last_run.conclusion }}'"
|
||||||
discord-username: GitHub Actions
|
discord-username: GitHub Actions
|
||||||
discord-job-new-failure-message: ''
|
discord-job-new-failure-message: ''
|
||||||
discord-job-fixed-failure-message: ''
|
discord-job-fixed-failure-message: ''
|
||||||
|
@ -15,6 +15,7 @@
|
|||||||
|
|
||||||
// CHANGELOG
|
// CHANGELOG
|
||||||
// (minor and older changes stripped away, please see git history for details)
|
// (minor and older changes stripped away, please see git history for details)
|
||||||
|
// 2021-02-18: Change blending equation to preserve alpha in output buffer.
|
||||||
// 2020-08-10: Inputs: Fixed horizontal mouse wheel direction.
|
// 2020-08-10: Inputs: Fixed horizontal mouse wheel direction.
|
||||||
// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
|
// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
|
||||||
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
|
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
|
||||||
@ -68,7 +69,7 @@ struct ImDrawVertAllegro
|
|||||||
static void ImGui_ImplAllegro5_SetupRenderState(ImDrawData* draw_data)
|
static void ImGui_ImplAllegro5_SetupRenderState(ImDrawData* draw_data)
|
||||||
{
|
{
|
||||||
// Setup blending
|
// Setup blending
|
||||||
al_set_blender(ALLEGRO_ADD, ALLEGRO_ALPHA, ALLEGRO_INVERSE_ALPHA);
|
al_set_separate_blender(ALLEGRO_ADD, ALLEGRO_ALPHA, ALLEGRO_INVERSE_ALPHA, ALLEGRO_ADD, ALLEGRO_ONE, ALLEGRO_INVERSE_ALPHA);
|
||||||
|
|
||||||
// Setup orthographic projection matrix
|
// Setup orthographic projection matrix
|
||||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
|
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
|
||||||
|
@ -13,6 +13,7 @@
|
|||||||
// CHANGELOG
|
// CHANGELOG
|
||||||
// (minor and older changes stripped away, please see git history for details)
|
// (minor and older changes stripped away, please see git history for details)
|
||||||
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||||
|
// 2021-02-18: DirectX10: Change blending equation to preserve alpha in output buffer.
|
||||||
// 2019-07-21: DirectX10: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData().
|
// 2019-07-21: DirectX10: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData().
|
||||||
// 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
// 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
||||||
// 2019-04-30: DirectX10: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
// 2019-04-30: DirectX10: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||||
@ -445,8 +446,8 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
|
|||||||
desc.SrcBlend = D3D10_BLEND_SRC_ALPHA;
|
desc.SrcBlend = D3D10_BLEND_SRC_ALPHA;
|
||||||
desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
|
desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
|
||||||
desc.BlendOp = D3D10_BLEND_OP_ADD;
|
desc.BlendOp = D3D10_BLEND_OP_ADD;
|
||||||
desc.SrcBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
|
desc.SrcBlendAlpha = D3D10_BLEND_ONE;
|
||||||
desc.DestBlendAlpha = D3D10_BLEND_ZERO;
|
desc.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
|
||||||
desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
|
desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
|
||||||
desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
|
desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
|
||||||
g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
|
g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
|
||||||
|
@ -13,6 +13,7 @@
|
|||||||
// CHANGELOG
|
// CHANGELOG
|
||||||
// (minor and older changes stripped away, please see git history for details)
|
// (minor and older changes stripped away, please see git history for details)
|
||||||
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||||
|
// 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer.
|
||||||
// 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled).
|
// 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled).
|
||||||
// 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore.
|
// 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore.
|
||||||
// 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
// 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
||||||
@ -457,8 +458,8 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
|
|||||||
desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
|
desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
|
||||||
desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
|
desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
|
||||||
desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
|
desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
|
||||||
desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
|
desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
|
||||||
desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
|
desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
|
||||||
desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
|
desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
|
||||||
desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
|
desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
|
||||||
g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
|
g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
|
||||||
|
@ -18,6 +18,7 @@
|
|||||||
// CHANGELOG
|
// CHANGELOG
|
||||||
// (minor and older changes stripped away, please see git history for details)
|
// (minor and older changes stripped away, please see git history for details)
|
||||||
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||||
|
// 2021-02-18: DirectX12: Change blending equation to preserve alpha in output buffer.
|
||||||
// 2021-01-11: DirectX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically.
|
// 2021-01-11: DirectX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically.
|
||||||
// 2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning.
|
// 2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning.
|
||||||
// 2020-09-08: DirectX12: Clarified support for building on 32-bit systems by redefining ImTextureID.
|
// 2020-09-08: DirectX12: Clarified support for building on 32-bit systems by redefining ImTextureID.
|
||||||
@ -669,8 +670,8 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
|
|||||||
desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
|
desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
|
||||||
desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
|
desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
|
||||||
desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
|
desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
|
||||||
desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
|
desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE;
|
||||||
desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO;
|
desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
|
||||||
desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
|
desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
|
||||||
desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
|
desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
|
||||||
}
|
}
|
||||||
|
@ -13,6 +13,7 @@
|
|||||||
// CHANGELOG
|
// CHANGELOG
|
||||||
// (minor and older changes stripped away, please see git history for details)
|
// (minor and older changes stripped away, please see git history for details)
|
||||||
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||||
|
// 2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer.
|
||||||
// 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
// 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
||||||
// 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
// 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||||
// 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects().
|
// 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects().
|
||||||
@ -75,6 +76,9 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
|
|||||||
g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
|
g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
|
||||||
g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
|
g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
|
||||||
g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
|
g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
|
||||||
|
g_pd3dDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
|
||||||
|
g_pd3dDevice->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
|
||||||
|
g_pd3dDevice->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA);
|
||||||
g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
|
g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
|
||||||
g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
|
g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
|
||||||
g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE);
|
g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE);
|
||||||
|
@ -13,6 +13,7 @@
|
|||||||
|
|
||||||
// CHANGELOG
|
// CHANGELOG
|
||||||
// (minor and older changes stripped away, please see git history for details)
|
// (minor and older changes stripped away, please see git history for details)
|
||||||
|
// 2021-02-18: Metal: Change blending equation to preserve alpha in output buffer.
|
||||||
// 2021-01-25: Metal: Fixed texture storage mode when building on Mac Catalyst.
|
// 2021-01-25: Metal: Fixed texture storage mode when building on Mac Catalyst.
|
||||||
// 2019-05-29: Metal: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
// 2019-05-29: Metal: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
||||||
// 2019-04-30: Metal: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
// 2019-04-30: Metal: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||||
@ -388,10 +389,10 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
|
|||||||
pipelineDescriptor.colorAttachments[0].pixelFormat = self.framebufferDescriptor.colorPixelFormat;
|
pipelineDescriptor.colorAttachments[0].pixelFormat = self.framebufferDescriptor.colorPixelFormat;
|
||||||
pipelineDescriptor.colorAttachments[0].blendingEnabled = YES;
|
pipelineDescriptor.colorAttachments[0].blendingEnabled = YES;
|
||||||
pipelineDescriptor.colorAttachments[0].rgbBlendOperation = MTLBlendOperationAdd;
|
pipelineDescriptor.colorAttachments[0].rgbBlendOperation = MTLBlendOperationAdd;
|
||||||
pipelineDescriptor.colorAttachments[0].alphaBlendOperation = MTLBlendOperationAdd;
|
|
||||||
pipelineDescriptor.colorAttachments[0].sourceRGBBlendFactor = MTLBlendFactorSourceAlpha;
|
pipelineDescriptor.colorAttachments[0].sourceRGBBlendFactor = MTLBlendFactorSourceAlpha;
|
||||||
pipelineDescriptor.colorAttachments[0].sourceAlphaBlendFactor = MTLBlendFactorSourceAlpha;
|
|
||||||
pipelineDescriptor.colorAttachments[0].destinationRGBBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
|
pipelineDescriptor.colorAttachments[0].destinationRGBBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
|
||||||
|
pipelineDescriptor.colorAttachments[0].alphaBlendOperation = MTLBlendOperationAdd;
|
||||||
|
pipelineDescriptor.colorAttachments[0].sourceAlphaBlendFactor = MTLBlendFactorOne;
|
||||||
pipelineDescriptor.colorAttachments[0].destinationAlphaBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
|
pipelineDescriptor.colorAttachments[0].destinationAlphaBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
|
||||||
pipelineDescriptor.depthAttachmentPixelFormat = self.framebufferDescriptor.depthPixelFormat;
|
pipelineDescriptor.depthAttachmentPixelFormat = self.framebufferDescriptor.depthPixelFormat;
|
||||||
pipelineDescriptor.stencilAttachmentPixelFormat = self.framebufferDescriptor.stencilPixelFormat;
|
pipelineDescriptor.stencilAttachmentPixelFormat = self.framebufferDescriptor.stencilPixelFormat;
|
||||||
|
@ -92,6 +92,7 @@ static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_wid
|
|||||||
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
|
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
|
||||||
glEnable(GL_BLEND);
|
glEnable(GL_BLEND);
|
||||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
|
//glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); // In order to composite our output buffer we need to preserve alpha
|
||||||
glDisable(GL_CULL_FACE);
|
glDisable(GL_CULL_FACE);
|
||||||
glDisable(GL_DEPTH_TEST);
|
glDisable(GL_DEPTH_TEST);
|
||||||
glDisable(GL_STENCIL_TEST);
|
glDisable(GL_STENCIL_TEST);
|
||||||
|
@ -15,6 +15,7 @@
|
|||||||
// CHANGELOG
|
// CHANGELOG
|
||||||
// (minor and older changes stripped away, please see git history for details)
|
// (minor and older changes stripped away, please see git history for details)
|
||||||
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||||
|
// 2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer.
|
||||||
// 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state.
|
// 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state.
|
||||||
// 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state.
|
// 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state.
|
||||||
// 2020-10-15: OpenGL: Use glGetString(GL_VERSION) instead of glGetIntegerv(GL_MAJOR_VERSION, ...) when the later returns zero (e.g. Desktop GL 2.x)
|
// 2020-10-15: OpenGL: Use glGetString(GL_VERSION) instead of glGetIntegerv(GL_MAJOR_VERSION, ...) when the later returns zero (e.g. Desktop GL 2.x)
|
||||||
@ -258,7 +259,7 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
|
|||||||
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
|
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
|
||||||
glEnable(GL_BLEND);
|
glEnable(GL_BLEND);
|
||||||
glBlendEquation(GL_FUNC_ADD);
|
glBlendEquation(GL_FUNC_ADD);
|
||||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
glDisable(GL_CULL_FACE);
|
glDisable(GL_CULL_FACE);
|
||||||
glDisable(GL_DEPTH_TEST);
|
glDisable(GL_DEPTH_TEST);
|
||||||
glDisable(GL_STENCIL_TEST);
|
glDisable(GL_STENCIL_TEST);
|
||||||
|
@ -23,6 +23,7 @@
|
|||||||
|
|
||||||
// CHANGELOG
|
// CHANGELOG
|
||||||
// (minor and older changes stripped away, please see git history for details)
|
// (minor and older changes stripped away, please see git history for details)
|
||||||
|
// 2021-02-18: Vulkan: Change blending equation to preserve alpha in output buffer.
|
||||||
// 2021-01-27: Vulkan: Added support for custom function load and IMGUI_IMPL_VULKAN_NO_PROTOTYPES by using ImGui_ImplVulkan_LoadFunctions().
|
// 2021-01-27: Vulkan: Added support for custom function load and IMGUI_IMPL_VULKAN_NO_PROTOTYPES by using ImGui_ImplVulkan_LoadFunctions().
|
||||||
// 2020-11-11: Vulkan: Added support for specifying which subpass to reference during VkPipeline creation.
|
// 2020-11-11: Vulkan: Added support for specifying which subpass to reference during VkPipeline creation.
|
||||||
// 2020-09-07: Vulkan: Added VkPipeline parameter to ImGui_ImplVulkan_RenderDrawData (default to one passed to ImGui_ImplVulkan_Init).
|
// 2020-09-07: Vulkan: Added VkPipeline parameter to ImGui_ImplVulkan_RenderDrawData (default to one passed to ImGui_ImplVulkan_Init).
|
||||||
@ -832,8 +833,8 @@ static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationC
|
|||||||
color_attachment[0].srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
|
color_attachment[0].srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
|
||||||
color_attachment[0].dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
|
color_attachment[0].dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
|
||||||
color_attachment[0].colorBlendOp = VK_BLEND_OP_ADD;
|
color_attachment[0].colorBlendOp = VK_BLEND_OP_ADD;
|
||||||
color_attachment[0].srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
|
color_attachment[0].srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
|
||||||
color_attachment[0].dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO;
|
color_attachment[0].dstAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
|
||||||
color_attachment[0].alphaBlendOp = VK_BLEND_OP_ADD;
|
color_attachment[0].alphaBlendOp = VK_BLEND_OP_ADD;
|
||||||
color_attachment[0].colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
|
color_attachment[0].colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
|
||||||
|
|
||||||
|
@ -12,6 +12,7 @@
|
|||||||
|
|
||||||
// CHANGELOG
|
// CHANGELOG
|
||||||
// (minor and older changes stripped away, please see git history for details)
|
// (minor and older changes stripped away, please see git history for details)
|
||||||
|
// 2021-02-18: Change blending equation to preserve alpha in output buffer.
|
||||||
// 2021-01-28: Initial version.
|
// 2021-01-28: Initial version.
|
||||||
|
|
||||||
#include "imgui.h"
|
#include "imgui.h"
|
||||||
@ -638,7 +639,7 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
|
|||||||
{
|
{
|
||||||
color_state.format = g_renderTargetFormat;
|
color_state.format = g_renderTargetFormat;
|
||||||
color_state.alphaBlend.operation = WGPUBlendOperation_Add;
|
color_state.alphaBlend.operation = WGPUBlendOperation_Add;
|
||||||
color_state.alphaBlend.srcFactor = WGPUBlendFactor_SrcAlpha;
|
color_state.alphaBlend.srcFactor = WGPUBlendFactor_One;
|
||||||
color_state.alphaBlend.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
|
color_state.alphaBlend.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
|
||||||
color_state.colorBlend.operation = WGPUBlendOperation_Add;
|
color_state.colorBlend.operation = WGPUBlendOperation_Add;
|
||||||
color_state.colorBlend.srcFactor = WGPUBlendFactor_SrcAlpha;
|
color_state.colorBlend.srcFactor = WGPUBlendFactor_SrcAlpha;
|
||||||
|
@ -30,6 +30,7 @@ typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
|
|||||||
// CHANGELOG
|
// CHANGELOG
|
||||||
// (minor and older changes stripped away, please see git history for details)
|
// (minor and older changes stripped away, please see git history for details)
|
||||||
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||||
|
// 2021-02-17: Fixed ImGui_ImplWin32_EnableDpiAwareness() attempting to get SetProcessDpiAwareness from shcore.dll on Windows 8 whereas it is only supported on Windows 8.1.
|
||||||
// 2021-01-25: Inputs: Dynamically loading XInput DLL.
|
// 2021-01-25: Inputs: Dynamically loading XInput DLL.
|
||||||
// 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed.
|
// 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed.
|
||||||
// 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
|
// 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
|
||||||
@ -496,7 +497,9 @@ static BOOL IsWindowsVersionOrGreater(WORD major, WORD minor, WORD sp)
|
|||||||
cond = ::VerSetConditionMask(cond, VER_SERVICEPACKMAJOR, VER_GREATER_EQUAL);
|
cond = ::VerSetConditionMask(cond, VER_SERVICEPACKMAJOR, VER_GREATER_EQUAL);
|
||||||
return ::VerifyVersionInfoW(&osvi, mask, cond);
|
return ::VerifyVersionInfoW(&osvi, mask, cond);
|
||||||
}
|
}
|
||||||
#define IsWindows8Point1OrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WINBLUE
|
#define IsWindowsVistaOrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA
|
||||||
|
#define IsWindows8OrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8
|
||||||
|
#define IsWindows8Point1OrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#ifndef DPI_ENUMS_DECLARED
|
#ifndef DPI_ENUMS_DECLARED
|
||||||
|
@ -9,13 +9,13 @@ your application or engine to easily integrate Dear ImGui.** Each backend is typ
|
|||||||
e.g. Windows ([imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp)), GLFW ([imgui_impl_glfw.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_glfw.cpp)), SDL2 ([imgui_impl_sdl.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_sdl.cpp)), etc.
|
e.g. Windows ([imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp)), GLFW ([imgui_impl_glfw.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_glfw.cpp)), SDL2 ([imgui_impl_sdl.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_sdl.cpp)), etc.
|
||||||
|
|
||||||
- The 'Renderer' backends are in charge of: creating atlas texture, rendering imgui draw data.<BR>
|
- The 'Renderer' backends are in charge of: creating atlas texture, rendering imgui draw data.<BR>
|
||||||
e.g. DirectX11 ([imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)), OpenGL/WebGL ([imgui_impl_opengl3.cpp]((https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_opengl3.cpp)), Vulkan ([imgui_impl_vulkan.cpp]((https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_vulkan.cpp)), etc.
|
e.g. DirectX11 ([imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)), OpenGL/WebGL ([imgui_impl_opengl3.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_opengl3.cpp), Vulkan ([imgui_impl_vulkan.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_vulkan.cpp), etc.
|
||||||
|
|
||||||
- For some high-level frameworks, a single backend usually handle both 'Platform' and 'Renderer' parts.<BR>
|
- For some high-level frameworks, a single backend usually handle both 'Platform' and 'Renderer' parts.<BR>
|
||||||
e.g. Allegro 5 ([imgui_impl_allegro5.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_allegro5.cpp)), Marmalade ([imgui_impl_marmalade.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_marmalade.cpp)). If you end up creating a custom backend for your engine, you may want to do the same.
|
e.g. Allegro 5 ([imgui_impl_allegro5.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_allegro5.cpp)), Marmalade ([imgui_impl_marmalade.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_marmalade.cpp)). If you end up creating a custom backend for your engine, you may want to do the same.
|
||||||
|
|
||||||
An application usually combines 1 Platform backend + 1 Renderer backend + main Dear ImGui sources.
|
An application usually combines 1 Platform backend + 1 Renderer backend + main Dear ImGui sources.
|
||||||
For example, the [example_win32_directx11](https://github.com/ocornut/imgui/tree/master/examples/example_win32_directx11) application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp. See [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) for details.
|
For example, the [example_win32_directx11](https://github.com/ocornut/imgui/tree/master/examples/example_win32_directx11) application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp. There are 20+ examples in the [examples/](https://github.com/ocornut/imgui/blob/master/examples/) folder. See [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) for details.
|
||||||
|
|
||||||
|
|
||||||
### What are backends
|
### What are backends
|
||||||
@ -36,7 +36,7 @@ Dear ImGui is highly portable and only requires a few things to run and render,
|
|||||||
- Optional: multi-viewports support.
|
- Optional: multi-viewports support.
|
||||||
etc.
|
etc.
|
||||||
|
|
||||||
This is essentially what each backends are doing + obligatory portability cruft.
|
This is essentially what each backends are doing + obligatory portability cruft. Using default backends ensure you can get all those features including the ones that would be harder to implement on your side (e.g. multi-viewports support).
|
||||||
|
|
||||||
It is important to understand the difference between the core Dear ImGui library (files in the root folder)
|
It is important to understand the difference between the core Dear ImGui library (files in the root folder)
|
||||||
and backends which we are describing here (backends/ folder).
|
and backends which we are describing here (backends/ folder).
|
||||||
@ -46,6 +46,11 @@ and backends which we are describing here (backends/ folder).
|
|||||||
e.g. you can get creative and use software rendering or render remotely on a different machine.
|
e.g. you can get creative and use software rendering or render remotely on a different machine.
|
||||||
|
|
||||||
|
|
||||||
|
### Integrating a backend
|
||||||
|
|
||||||
|
See "Getting Started" section of [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) for more details.
|
||||||
|
|
||||||
|
|
||||||
### List of backends
|
### List of backends
|
||||||
|
|
||||||
In the [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder:
|
In the [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder:
|
||||||
|
@ -103,6 +103,30 @@ Other changes:
|
|||||||
to make the examples main.cpp easier to read.
|
to make the examples main.cpp easier to read.
|
||||||
|
|
||||||
|
|
||||||
|
-----------------------------------------------------------------------
|
||||||
|
VERSION 1.82 WIP (In Progresss)
|
||||||
|
-----------------------------------------------------------------------
|
||||||
|
|
||||||
|
Breaking Changes:
|
||||||
|
|
||||||
|
- Style: renamed rarely used style.CircleSegmentMaxError (old default = 1.60f)
|
||||||
|
to style.CircleTessellationMaxError (new default = 0.30f) as its meaning changed. (#3808) [@thedmd]
|
||||||
|
|
||||||
|
Other Changes:
|
||||||
|
|
||||||
|
- ImDrawList: AddCircle, AddCircleFilled(): Tweaked default segment count calculation to honor MaxError
|
||||||
|
with more accuracy. Made default segment count always even for better looking result. (#3808) [@thedmd]
|
||||||
|
- ImDrawList: AddCircle, AddCircleFilled(): New default for style.
|
||||||
|
- Backends: OpenGL, Vulkan, DX9, DX10, DX11, DX12, Metal, WebGPU, Allegro: Rework blending equation to
|
||||||
|
preserve alpha in output buffer (using SrcBlendAlpha = ONE, DstBlendAlpha = ONE_MINUS_SRC_ALPHA consistently
|
||||||
|
accross all backends), facilitating compositing of the output buffer with another buffer.
|
||||||
|
(#2693, #2764, #2766, #2873, #3447, #3813, #3816) [@ocornut, @thedmd, @ShawnM427, @Ubpa, @aiekick]
|
||||||
|
- Examples: Reworked setup of clear color to be compatible with transparent values.
|
||||||
|
- CI: Use a dedicated "scheduled" workflow to trigger scheduled builds. Forks may disable this workflow if
|
||||||
|
scheduled builds builds are not required. [@rokups]
|
||||||
|
>>>>>>> master
|
||||||
|
|
||||||
|
|
||||||
-----------------------------------------------------------------------
|
-----------------------------------------------------------------------
|
||||||
VERSION 1.81 (Released 2021-02-10)
|
VERSION 1.81 (Released 2021-02-10)
|
||||||
-----------------------------------------------------------------------
|
-----------------------------------------------------------------------
|
||||||
|
@ -122,7 +122,7 @@ int main(int, char**)
|
|||||||
|
|
||||||
// Rendering
|
// Rendering
|
||||||
ImGui::Render();
|
ImGui::Render();
|
||||||
al_clear_to_color(al_map_rgba_f(clear_color.x, clear_color.y, clear_color.z, clear_color.w));
|
al_clear_to_color(al_map_rgba_f(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w));
|
||||||
ImGui_ImplAllegro5_RenderDrawData(ImGui::GetDrawData());
|
ImGui_ImplAllegro5_RenderDrawData(ImGui::GetDrawData());
|
||||||
al_flip_display();
|
al_flip_display();
|
||||||
}
|
}
|
||||||
|
@ -245,7 +245,7 @@
|
|||||||
MTLRenderPassDescriptor* renderPassDescriptor = view.currentRenderPassDescriptor;
|
MTLRenderPassDescriptor* renderPassDescriptor = view.currentRenderPassDescriptor;
|
||||||
if (renderPassDescriptor != nil)
|
if (renderPassDescriptor != nil)
|
||||||
{
|
{
|
||||||
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0], clear_color[1], clear_color[2], clear_color[3]);
|
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0] * clear_color[3], clear_color[1] * clear_color[3], clear_color[2] * clear_color[3], clear_color[3]);
|
||||||
|
|
||||||
// Here, you could do additional rendering work, including other passes as necessary.
|
// Here, you could do additional rendering work, including other passes as necessary.
|
||||||
|
|
||||||
|
@ -97,7 +97,7 @@
|
|||||||
GLsizei height = (GLsizei)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
|
GLsizei height = (GLsizei)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
|
||||||
glViewport(0, 0, width, height);
|
glViewport(0, 0, width, height);
|
||||||
|
|
||||||
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
|
glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
|
||||||
glClear(GL_COLOR_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
ImGui_ImplOpenGL2_RenderDrawData(draw_data);
|
ImGui_ImplOpenGL2_RenderDrawData(draw_data);
|
||||||
|
|
||||||
|
@ -168,7 +168,7 @@ static void main_loop(void* arg)
|
|||||||
ImGui::Render();
|
ImGui::Render();
|
||||||
SDL_GL_MakeCurrent(g_Window, g_GLContext);
|
SDL_GL_MakeCurrent(g_Window, g_GLContext);
|
||||||
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
|
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
|
||||||
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
|
glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
|
||||||
glClear(GL_COLOR_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||||||
SDL_GL_SwapWindow(g_Window);
|
SDL_GL_SwapWindow(g_Window);
|
||||||
|
@ -205,7 +205,7 @@ static void main_loop(void* window)
|
|||||||
WGPURenderPassColorAttachmentDescriptor color_attachments = {};
|
WGPURenderPassColorAttachmentDescriptor color_attachments = {};
|
||||||
color_attachments.loadOp = WGPULoadOp_Clear;
|
color_attachments.loadOp = WGPULoadOp_Clear;
|
||||||
color_attachments.storeOp = WGPUStoreOp_Store;
|
color_attachments.storeOp = WGPUStoreOp_Store;
|
||||||
color_attachments.clearColor = { clear_color.x, clear_color.y, clear_color.z, clear_color.w };
|
color_attachments.clearColor = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
|
||||||
color_attachments.attachment = wgpuSwapChainGetCurrentTextureView(wgpu_swap_chain);
|
color_attachments.attachment = wgpuSwapChainGetCurrentTextureView(wgpu_swap_chain);
|
||||||
WGPURenderPassDescriptor render_pass_desc = {};
|
WGPURenderPassDescriptor render_pass_desc = {};
|
||||||
render_pass_desc.colorAttachmentCount = 1;
|
render_pass_desc.colorAttachmentCount = 1;
|
||||||
|
@ -99,7 +99,7 @@ int main(int, char**)
|
|||||||
id<CAMetalDrawable> drawable = [layer nextDrawable];
|
id<CAMetalDrawable> drawable = [layer nextDrawable];
|
||||||
|
|
||||||
id<MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer];
|
id<MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer];
|
||||||
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0], clear_color[1], clear_color[2], clear_color[3]);
|
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0] * clear_color[3], clear_color[1] * clear_color[3], clear_color[2] * clear_color[3], clear_color[3]);
|
||||||
renderPassDescriptor.colorAttachments[0].texture = drawable.texture;
|
renderPassDescriptor.colorAttachments[0].texture = drawable.texture;
|
||||||
renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
|
renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
|
||||||
renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
|
renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
|
||||||
|
@ -144,7 +144,7 @@ int main(int, char**)
|
|||||||
int display_w, display_h;
|
int display_w, display_h;
|
||||||
glfwGetFramebufferSize(window, &display_w, &display_h);
|
glfwGetFramebufferSize(window, &display_w, &display_h);
|
||||||
glViewport(0, 0, display_w, display_h);
|
glViewport(0, 0, display_w, display_h);
|
||||||
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
|
glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
|
||||||
glClear(GL_COLOR_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
|
|
||||||
// If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
|
// If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
|
||||||
|
@ -208,7 +208,7 @@ int main(int, char**)
|
|||||||
int display_w, display_h;
|
int display_w, display_h;
|
||||||
glfwGetFramebufferSize(window, &display_w, &display_h);
|
glfwGetFramebufferSize(window, &display_w, &display_h);
|
||||||
glViewport(0, 0, display_w, display_h);
|
glViewport(0, 0, display_w, display_h);
|
||||||
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
|
glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
|
||||||
glClear(GL_COLOR_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||||||
|
|
||||||
|
@ -530,7 +530,10 @@ int main(int, char**)
|
|||||||
ImGui::Render();
|
ImGui::Render();
|
||||||
ImDrawData* main_draw_data = ImGui::GetDrawData();
|
ImDrawData* main_draw_data = ImGui::GetDrawData();
|
||||||
const bool main_is_minimized = (main_draw_data->DisplaySize.x <= 0.0f || main_draw_data->DisplaySize.y <= 0.0f);
|
const bool main_is_minimized = (main_draw_data->DisplaySize.x <= 0.0f || main_draw_data->DisplaySize.y <= 0.0f);
|
||||||
memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float));
|
wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
|
||||||
|
wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
|
||||||
|
wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
|
||||||
|
wd->ClearValue.color.float32[3] = clear_color.w;
|
||||||
if (!main_is_minimized)
|
if (!main_is_minimized)
|
||||||
FrameRender(wd, main_draw_data);
|
FrameRender(wd, main_draw_data);
|
||||||
|
|
||||||
|
@ -76,7 +76,7 @@ void glut_display_func()
|
|||||||
ImGui::Render();
|
ImGui::Render();
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
glViewport(0, 0, (GLsizei)io.DisplaySize.x, (GLsizei)io.DisplaySize.y);
|
glViewport(0, 0, (GLsizei)io.DisplaySize.x, (GLsizei)io.DisplaySize.y);
|
||||||
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
|
glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
|
||||||
glClear(GL_COLOR_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code.
|
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code.
|
||||||
ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
|
ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
|
||||||
|
@ -167,8 +167,9 @@ int main(int, char**)
|
|||||||
|
|
||||||
// Rendering
|
// Rendering
|
||||||
ImGui::Render();
|
ImGui::Render();
|
||||||
|
const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
|
||||||
g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
|
g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
|
||||||
g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color);
|
g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
|
||||||
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
|
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
|
||||||
|
|
||||||
// Update and Render additional Platform Windows
|
// Update and Render additional Platform Windows
|
||||||
|
@ -107,7 +107,7 @@ int main(int, char**)
|
|||||||
id<CAMetalDrawable> drawable = [layer nextDrawable];
|
id<CAMetalDrawable> drawable = [layer nextDrawable];
|
||||||
|
|
||||||
id<MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer];
|
id<MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer];
|
||||||
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0], clear_color[1], clear_color[2], clear_color[3]);
|
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0] * clear_color[3], clear_color[1] * clear_color[3], clear_color[2] * clear_color[3], clear_color[3]);
|
||||||
renderPassDescriptor.colorAttachments[0].texture = drawable.texture;
|
renderPassDescriptor.colorAttachments[0].texture = drawable.texture;
|
||||||
renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
|
renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
|
||||||
renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
|
renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
|
||||||
|
@ -149,7 +149,7 @@ int main(int, char**)
|
|||||||
// Rendering
|
// Rendering
|
||||||
ImGui::Render();
|
ImGui::Render();
|
||||||
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
|
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
|
||||||
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
|
glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
|
||||||
glClear(GL_COLOR_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
|
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
|
||||||
ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
|
ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
|
||||||
|
@ -210,7 +210,7 @@ int main(int, char**)
|
|||||||
// Rendering
|
// Rendering
|
||||||
ImGui::Render();
|
ImGui::Render();
|
||||||
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
|
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
|
||||||
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
|
glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
|
||||||
glClear(GL_COLOR_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||||||
|
|
||||||
|
@ -531,7 +531,10 @@ int main(int, char**)
|
|||||||
ImGui::Render();
|
ImGui::Render();
|
||||||
ImDrawData* main_draw_data = ImGui::GetDrawData();
|
ImDrawData* main_draw_data = ImGui::GetDrawData();
|
||||||
const bool main_is_minimized = (main_draw_data->DisplaySize.x <= 0.0f || main_draw_data->DisplaySize.y <= 0.0f);
|
const bool main_is_minimized = (main_draw_data->DisplaySize.x <= 0.0f || main_draw_data->DisplaySize.y <= 0.0f);
|
||||||
memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float));
|
wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
|
||||||
|
wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
|
||||||
|
wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
|
||||||
|
wd->ClearValue.color.float32[3] = clear_color.w;
|
||||||
if (!main_is_minimized)
|
if (!main_is_minimized)
|
||||||
FrameRender(wd, main_draw_data);
|
FrameRender(wd, main_draw_data);
|
||||||
|
|
||||||
|
@ -154,8 +154,9 @@ int main(int, char**)
|
|||||||
|
|
||||||
// Rendering
|
// Rendering
|
||||||
ImGui::Render();
|
ImGui::Render();
|
||||||
|
const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
|
||||||
g_pd3dDevice->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
|
g_pd3dDevice->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
|
||||||
g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color);
|
g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
|
||||||
ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData());
|
ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData());
|
||||||
|
|
||||||
// Update and Render additional Platform Windows
|
// Update and Render additional Platform Windows
|
||||||
|
@ -161,8 +161,9 @@ int main(int, char**)
|
|||||||
|
|
||||||
// Rendering
|
// Rendering
|
||||||
ImGui::Render();
|
ImGui::Render();
|
||||||
|
const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
|
||||||
g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
|
g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
|
||||||
g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color);
|
g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
|
||||||
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
|
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
|
||||||
|
|
||||||
// Update and Render additional Platform Windows
|
// Update and Render additional Platform Windows
|
||||||
|
@ -205,7 +205,8 @@ int main(int, char**)
|
|||||||
g_pd3dCommandList->ResourceBarrier(1, &barrier);
|
g_pd3dCommandList->ResourceBarrier(1, &barrier);
|
||||||
|
|
||||||
// Render Dear ImGui graphics
|
// Render Dear ImGui graphics
|
||||||
g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], (float*)&clear_color, 0, NULL);
|
const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
|
||||||
|
g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], clear_color_with_alpha, 0, NULL);
|
||||||
g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, NULL);
|
g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, NULL);
|
||||||
g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap);
|
g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap);
|
||||||
ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), g_pd3dCommandList);
|
ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), g_pd3dCommandList);
|
||||||
@ -348,9 +349,11 @@ bool CreateDeviceD3D(HWND hWnd)
|
|||||||
{
|
{
|
||||||
IDXGIFactory4* dxgiFactory = NULL;
|
IDXGIFactory4* dxgiFactory = NULL;
|
||||||
IDXGISwapChain1* swapChain1 = NULL;
|
IDXGISwapChain1* swapChain1 = NULL;
|
||||||
if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK ||
|
if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK)
|
||||||
dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1) != S_OK ||
|
return false;
|
||||||
swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK)
|
if (dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1) != S_OK)
|
||||||
|
return false;
|
||||||
|
if (swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK)
|
||||||
return false;
|
return false;
|
||||||
swapChain1->Release();
|
swapChain1->Release();
|
||||||
dxgiFactory->Release();
|
dxgiFactory->Release();
|
||||||
|
@ -155,7 +155,7 @@ int main(int, char**)
|
|||||||
g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
|
g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
|
||||||
g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
|
g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
|
||||||
g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
|
g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
|
||||||
D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*255.0f), (int)(clear_color.y*255.0f), (int)(clear_color.z*255.0f), (int)(clear_color.w*255.0f));
|
D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*clear_color.w*255.0f), (int)(clear_color.y*clear_color.w*255.0f), (int)(clear_color.z*clear_color.w*255.0f), (int)(clear_color.w*255.0f));
|
||||||
g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0);
|
g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0);
|
||||||
if (g_pd3dDevice->BeginScene() >= 0)
|
if (g_pd3dDevice->BeginScene() >= 0)
|
||||||
{
|
{
|
||||||
@ -200,7 +200,7 @@ bool CreateDeviceD3D(HWND hWnd)
|
|||||||
ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
|
ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
|
||||||
g_d3dpp.Windowed = TRUE;
|
g_d3dpp.Windowed = TRUE;
|
||||||
g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
|
g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
|
||||||
g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
|
g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; // Need to use an explicit format with alpha if needing per-pixel alpha composition.
|
||||||
g_d3dpp.EnableAutoDepthStencil = TRUE;
|
g_d3dpp.EnableAutoDepthStencil = TRUE;
|
||||||
g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
|
g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
|
||||||
g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync
|
g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync
|
||||||
|
16
imgui.cpp
16
imgui.cpp
@ -1,4 +1,4 @@
|
|||||||
// dear imgui, v1.81
|
// dear imgui, v1.82 WIP
|
||||||
// (main code and documentation)
|
// (main code and documentation)
|
||||||
|
|
||||||
// Help:
|
// Help:
|
||||||
@ -377,14 +377,15 @@ CODE
|
|||||||
You can read releases logs https://github.com/ocornut/imgui/releases for more details.
|
You can read releases logs https://github.com/ocornut/imgui/releases for more details.
|
||||||
|
|
||||||
(Docking/Viewport Branch)
|
(Docking/Viewport Branch)
|
||||||
- 2020/XX/XX (1.XX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that:
|
- 2021/XX/XX (1.XX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that:
|
||||||
- reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore.
|
- reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore.
|
||||||
you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos)
|
you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos)
|
||||||
- likewise io.MousePos and GetMousePos() will use OS coordinates.
|
- likewise io.MousePos and GetMousePos() will use OS coordinates.
|
||||||
If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos.
|
If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos.
|
||||||
- 2020/XX/XX (1.XX) - Moved IME support functions from io.ImeSetInputScreenPosFn, io.ImeWindowHandle to the PlatformIO api.
|
- 2021/XX/XX (1.XX) - Moved IME support functions from io.ImeSetInputScreenPosFn, io.ImeWindowHandle to the PlatformIO api.
|
||||||
|
|
||||||
|
|
||||||
|
- 2021/02/17 (1.82) - renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) to style.CircleTessellationMaxError (new default = 0.30f) as the meaning of the value changed.
|
||||||
- 2021/02/03 (1.81) - renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox(). Kept inline redirection function (will obsolete).
|
- 2021/02/03 (1.81) - renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox(). Kept inline redirection function (will obsolete).
|
||||||
- removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. Kept inline redirection function (will obsolete).
|
- removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. Kept inline redirection function (will obsolete).
|
||||||
- renamed ListBoxFooter() to EndListBox(). Kept inline redirection function (will obsolete).
|
- renamed ListBoxFooter() to EndListBox(). Kept inline redirection function (will obsolete).
|
||||||
@ -1011,7 +1012,7 @@ ImGuiStyle::ImGuiStyle()
|
|||||||
AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering.
|
AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering.
|
||||||
AntiAliasedFill = true; // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.).
|
AntiAliasedFill = true; // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.).
|
||||||
CurveTessellationTol = 1.25f; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
|
CurveTessellationTol = 1.25f; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
|
||||||
CircleSegmentMaxError = 1.60f; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
|
CircleTessellationMaxError = 0.30f; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
|
||||||
|
|
||||||
// Default theme
|
// Default theme
|
||||||
ImGui::StyleColorsDark(this);
|
ImGui::StyleColorsDark(this);
|
||||||
@ -4009,7 +4010,7 @@ void ImGui::NewFrame()
|
|||||||
virtual_space.Add(g.Viewports[n]->GetMainRect());
|
virtual_space.Add(g.Viewports[n]->GetMainRect());
|
||||||
g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4();
|
g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4();
|
||||||
g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol;
|
g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol;
|
||||||
g.DrawListSharedData.SetCircleSegmentMaxError(g.Style.CircleSegmentMaxError);
|
g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError);
|
||||||
g.DrawListSharedData.InitialFlags = ImDrawListFlags_None;
|
g.DrawListSharedData.InitialFlags = ImDrawListFlags_None;
|
||||||
if (g.Style.AntiAliasedLines)
|
if (g.Style.AntiAliasedLines)
|
||||||
g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines;
|
g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines;
|
||||||
@ -5385,9 +5386,10 @@ static ImGuiWindow* GetWindowForTitleAndMenuHeight(ImGuiWindow* window)
|
|||||||
return (window->DockNodeAsHost && window->DockNodeAsHost->VisibleWindow) ? window->DockNodeAsHost->VisibleWindow : window;
|
return (window->DockNodeAsHost && window->DockNodeAsHost->VisibleWindow) ? window->DockNodeAsHost->VisibleWindow : window;
|
||||||
}
|
}
|
||||||
|
|
||||||
static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size)
|
static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& size_desired)
|
||||||
{
|
{
|
||||||
ImGuiContext& g = *GImGui;
|
ImGuiContext& g = *GImGui;
|
||||||
|
ImVec2 new_size = size_desired;
|
||||||
if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)
|
if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)
|
||||||
{
|
{
|
||||||
// Using -1,-1 on either X/Y axis to preserve the current size.
|
// Using -1,-1 on either X/Y axis to preserve the current size.
|
||||||
@ -7690,7 +7692,7 @@ static void ImGui::ErrorCheckNewFrameSanityChecks()
|
|||||||
IM_ASSERT(g.IO.Fonts->Fonts.Size > 0 && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()?");
|
IM_ASSERT(g.IO.Fonts->Fonts.Size > 0 && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()?");
|
||||||
IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded() && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()?");
|
IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded() && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()?");
|
||||||
IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!");
|
IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!");
|
||||||
IM_ASSERT(g.Style.CircleSegmentMaxError > 0.0f && "Invalid style setting!");
|
IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f && "Invalid style setting!");
|
||||||
IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations
|
IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations
|
||||||
IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting.");
|
IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting.");
|
||||||
IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right);
|
IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right);
|
||||||
|
11
imgui.h
11
imgui.h
@ -1,4 +1,4 @@
|
|||||||
// dear imgui, v1.81
|
// dear imgui, v1.82 WIP
|
||||||
// (headers)
|
// (headers)
|
||||||
|
|
||||||
// Help:
|
// Help:
|
||||||
@ -60,8 +60,8 @@ Index of this file:
|
|||||||
|
|
||||||
// Version
|
// Version
|
||||||
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
|
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
|
||||||
#define IMGUI_VERSION "1.81"
|
#define IMGUI_VERSION "1.82 WIP"
|
||||||
#define IMGUI_VERSION_NUM 18100
|
#define IMGUI_VERSION_NUM 18101
|
||||||
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
|
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
|
||||||
#define IMGUI_HAS_TABLE
|
#define IMGUI_HAS_TABLE
|
||||||
#define IMGUI_HAS_VIEWPORT // Viewport WIP branch
|
#define IMGUI_HAS_VIEWPORT // Viewport WIP branch
|
||||||
@ -711,7 +711,7 @@ namespace ImGui
|
|||||||
// - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in
|
// - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in
|
||||||
// some advanced use cases (e.g. adding custom widgets in header row).
|
// some advanced use cases (e.g. adding custom widgets in header row).
|
||||||
// - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled.
|
// - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled.
|
||||||
IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImU32 user_id = 0);
|
IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0);
|
||||||
IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled.
|
IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled.
|
||||||
IMGUI_API void TableHeadersRow(); // submit all headers cells based on data provided to TableSetupColumn() + submit context menu
|
IMGUI_API void TableHeadersRow(); // submit all headers cells based on data provided to TableSetupColumn() + submit context menu
|
||||||
IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used)
|
IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used)
|
||||||
@ -1795,7 +1795,7 @@ struct ImGuiStyle
|
|||||||
bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering. Latched at the beginning of the frame (copied to ImDrawList).
|
bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering. Latched at the beginning of the frame (copied to ImDrawList).
|
||||||
bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
|
bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
|
||||||
float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
|
float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
|
||||||
float CircleSegmentMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
|
float CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
|
||||||
ImVec4 Colors[ImGuiCol_COUNT];
|
ImVec4 Colors[ImGuiCol_COUNT];
|
||||||
|
|
||||||
IMGUI_API ImGuiStyle();
|
IMGUI_API ImGuiStyle();
|
||||||
@ -2565,6 +2565,7 @@ struct ImDrawList
|
|||||||
IMGUI_API void _OnChangedClipRect();
|
IMGUI_API void _OnChangedClipRect();
|
||||||
IMGUI_API void _OnChangedTextureID();
|
IMGUI_API void _OnChangedTextureID();
|
||||||
IMGUI_API void _OnChangedVtxOffset();
|
IMGUI_API void _OnChangedVtxOffset();
|
||||||
|
IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const;
|
||||||
};
|
};
|
||||||
|
|
||||||
// All draw data to render a Dear ImGui frame
|
// All draw data to render a Dear ImGui frame
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
// dear imgui, v1.81
|
// dear imgui, v1.82 WIP
|
||||||
// (demo code)
|
// (demo code)
|
||||||
|
|
||||||
// Help:
|
// Help:
|
||||||
@ -4913,6 +4913,9 @@ static void ShowDemoWindowTables()
|
|||||||
ImGui::TreePop();
|
ImGui::TreePop();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// In this example we'll expose most table flags and settings.
|
||||||
|
// For specific flags and settings refer to the corresponding section for more detailed explanation.
|
||||||
|
// This section is mostly useful to experiment with combining certain flags or settings with each others.
|
||||||
//ImGui::SetNextItemOpen(true, ImGuiCond_Once); // [DEBUG]
|
//ImGui::SetNextItemOpen(true, ImGuiCond_Once); // [DEBUG]
|
||||||
if (open_action != -1)
|
if (open_action != -1)
|
||||||
ImGui::SetNextItemOpen(open_action != 0);
|
ImGui::SetNextItemOpen(open_action != 0);
|
||||||
@ -5051,7 +5054,7 @@ static void ShowDemoWindowTables()
|
|||||||
ImGui::TreePop();
|
ImGui::TreePop();
|
||||||
}
|
}
|
||||||
|
|
||||||
// Recreate/reset item list if we changed the number of items
|
// Update item list if we changed the number of items
|
||||||
static ImVector<MyItem> items;
|
static ImVector<MyItem> items;
|
||||||
static ImVector<int> selection;
|
static ImVector<int> selection;
|
||||||
static bool items_need_sort = false;
|
static bool items_need_sort = false;
|
||||||
@ -5073,6 +5076,7 @@ static void ShowDemoWindowTables()
|
|||||||
ImVec2 table_scroll_cur, table_scroll_max; // For debug display
|
ImVec2 table_scroll_cur, table_scroll_max; // For debug display
|
||||||
const ImDrawList* table_draw_list = NULL; // "
|
const ImDrawList* table_draw_list = NULL; // "
|
||||||
|
|
||||||
|
// Submit table
|
||||||
const float inner_width_to_use = (flags & ImGuiTableFlags_ScrollX) ? inner_width_with_scroll : 0.0f;
|
const float inner_width_to_use = (flags & ImGuiTableFlags_ScrollX) ? inner_width_with_scroll : 0.0f;
|
||||||
if (ImGui::BeginTable("table_advanced", 6, flags, outer_size_enabled ? outer_size_value : ImVec2(0, 0), inner_width_to_use))
|
if (ImGui::BeginTable("table_advanced", 6, flags, outer_size_enabled ? outer_size_value : ImVec2(0, 0), inner_width_to_use))
|
||||||
{
|
{
|
||||||
@ -5131,9 +5135,9 @@ static void ShowDemoWindowTables()
|
|||||||
const bool item_is_selected = selection.contains(item->ID);
|
const bool item_is_selected = selection.contains(item->ID);
|
||||||
ImGui::PushID(item->ID);
|
ImGui::PushID(item->ID);
|
||||||
ImGui::TableNextRow(ImGuiTableRowFlags_None, row_min_height);
|
ImGui::TableNextRow(ImGuiTableRowFlags_None, row_min_height);
|
||||||
ImGui::TableNextColumn();
|
|
||||||
|
|
||||||
// For the demo purpose we can select among different type of items submitted in the first column
|
// For the demo purpose we can select among different type of items submitted in the first column
|
||||||
|
ImGui::TableSetColumnIndex(0);
|
||||||
char label[32];
|
char label[32];
|
||||||
sprintf(label, "%04d", item->ID);
|
sprintf(label, "%04d", item->ID);
|
||||||
if (contents_type == CT_Text)
|
if (contents_type == CT_Text)
|
||||||
@ -5164,14 +5168,14 @@ static void ShowDemoWindowTables()
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (ImGui::TableNextColumn())
|
if (ImGui::TableSetColumnIndex(1))
|
||||||
ImGui::TextUnformatted(item->Name);
|
ImGui::TextUnformatted(item->Name);
|
||||||
|
|
||||||
// Here we demonstrate marking our data set as needing to be sorted again if we modified a quantity,
|
// Here we demonstrate marking our data set as needing to be sorted again if we modified a quantity,
|
||||||
// and we are currently sorting on the column showing the Quantity.
|
// and we are currently sorting on the column showing the Quantity.
|
||||||
// To avoid triggering a sort while holding the button, we only trigger it when the button has been released.
|
// To avoid triggering a sort while holding the button, we only trigger it when the button has been released.
|
||||||
// You will probably need a more advanced system in your code if you want to automatically sort when a specific entry changes.
|
// You will probably need a more advanced system in your code if you want to automatically sort when a specific entry changes.
|
||||||
if (ImGui::TableNextColumn())
|
if (ImGui::TableSetColumnIndex(2))
|
||||||
{
|
{
|
||||||
if (ImGui::SmallButton("Chop")) { item->Quantity += 1; }
|
if (ImGui::SmallButton("Chop")) { item->Quantity += 1; }
|
||||||
if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; }
|
if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; }
|
||||||
@ -5180,16 +5184,16 @@ static void ShowDemoWindowTables()
|
|||||||
if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; }
|
if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; }
|
||||||
}
|
}
|
||||||
|
|
||||||
if (ImGui::TableNextColumn())
|
if (ImGui::TableSetColumnIndex(3))
|
||||||
ImGui::Text("%d", item->Quantity);
|
ImGui::Text("%d", item->Quantity);
|
||||||
|
|
||||||
ImGui::TableNextColumn();
|
ImGui::TableSetColumnIndex(4);
|
||||||
if (show_wrapped_text)
|
if (show_wrapped_text)
|
||||||
ImGui::TextWrapped("Lorem ipsum dolor sit amet");
|
ImGui::TextWrapped("Lorem ipsum dolor sit amet");
|
||||||
else
|
else
|
||||||
ImGui::Text("Lorem ipsum dolor sit amet");
|
ImGui::Text("Lorem ipsum dolor sit amet");
|
||||||
|
|
||||||
if (ImGui::TableNextColumn())
|
if (ImGui::TableSetColumnIndex(5))
|
||||||
ImGui::Text("1234");
|
ImGui::Text("1234");
|
||||||
|
|
||||||
ImGui::PopID();
|
ImGui::PopID();
|
||||||
@ -6108,22 +6112,42 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
|
|||||||
if (style.CurveTessellationTol < 0.10f) style.CurveTessellationTol = 0.10f;
|
if (style.CurveTessellationTol < 0.10f) style.CurveTessellationTol = 0.10f;
|
||||||
|
|
||||||
// When editing the "Circle Segment Max Error" value, draw a preview of its effect on auto-tessellated circles.
|
// When editing the "Circle Segment Max Error" value, draw a preview of its effect on auto-tessellated circles.
|
||||||
ImGui::DragFloat("Circle Segment Max Error", &style.CircleSegmentMaxError, 0.01f, 0.10f, 10.0f, "%.2f");
|
ImGui::DragFloat("Circle Tessellation Max Error", &style.CircleTessellationMaxError , 0.005f, 0.10f, 5.0f, "%.2f", ImGuiSliderFlags_AlwaysClamp);
|
||||||
if (ImGui::IsItemActive())
|
if (ImGui::IsItemActive())
|
||||||
{
|
{
|
||||||
ImGui::SetNextWindowPos(ImGui::GetCursorScreenPos());
|
ImGui::SetNextWindowPos(ImGui::GetCursorScreenPos());
|
||||||
ImGui::BeginTooltip();
|
ImGui::BeginTooltip();
|
||||||
ImVec2 p = ImGui::GetCursorScreenPos();
|
ImGui::TextUnformatted("(R = radius, N = number of segments)");
|
||||||
|
ImGui::Spacing();
|
||||||
ImDrawList* draw_list = ImGui::GetWindowDrawList();
|
ImDrawList* draw_list = ImGui::GetWindowDrawList();
|
||||||
float RAD_MIN = 10.0f, RAD_MAX = 80.0f;
|
const float min_widget_width = ImGui::CalcTextSize("N: MMM\nR: MMM").x;
|
||||||
float off_x = 10.0f;
|
for (int n = 0; n < 8; n++)
|
||||||
for (int n = 0; n < 7; n++)
|
|
||||||
{
|
{
|
||||||
const float rad = RAD_MIN + (RAD_MAX - RAD_MIN) * (float)n / (7.0f - 1.0f);
|
const float RAD_MIN = 5.0f;
|
||||||
draw_list->AddCircle(ImVec2(p.x + off_x + rad, p.y + RAD_MAX), rad, ImGui::GetColorU32(ImGuiCol_Text), 0);
|
const float RAD_MAX = 70.0f;
|
||||||
off_x += 10.0f + rad * 2.0f;
|
const float rad = RAD_MIN + (RAD_MAX - RAD_MIN) * (float)n / (8.0f - 1.0f);
|
||||||
|
|
||||||
|
ImGui::BeginGroup();
|
||||||
|
|
||||||
|
ImGui::Text("R: %.f\nN: %d", rad, draw_list->_CalcCircleAutoSegmentCount(rad));
|
||||||
|
|
||||||
|
const float canvas_width = IM_MAX(min_widget_width, rad * 2.0f);
|
||||||
|
const float offset_x = floorf(canvas_width * 0.5f);
|
||||||
|
const float offset_y = floorf(RAD_MAX);
|
||||||
|
|
||||||
|
const ImVec2 p1 = ImGui::GetCursorScreenPos();
|
||||||
|
draw_list->AddCircle(ImVec2(p1.x + offset_x, p1.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text));
|
||||||
|
ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2));
|
||||||
|
|
||||||
|
/*
|
||||||
|
const ImVec2 p2 = ImGui::GetCursorScreenPos();
|
||||||
|
draw_list->AddCircleFilled(ImVec2(p2.x + offset_x, p2.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text));
|
||||||
|
ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2));
|
||||||
|
*/
|
||||||
|
|
||||||
|
ImGui::EndGroup();
|
||||||
|
ImGui::SameLine();
|
||||||
}
|
}
|
||||||
ImGui::Dummy(ImVec2(off_x, RAD_MAX * 2.0f));
|
|
||||||
ImGui::EndTooltip();
|
ImGui::EndTooltip();
|
||||||
}
|
}
|
||||||
ImGui::SameLine();
|
ImGui::SameLine();
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
// dear imgui, v1.81
|
// dear imgui, v1.82 WIP
|
||||||
// (drawing and font code)
|
// (drawing and font code)
|
||||||
|
|
||||||
/*
|
/*
|
||||||
@ -382,7 +382,7 @@ ImDrawListSharedData::ImDrawListSharedData()
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void ImDrawListSharedData::SetCircleSegmentMaxError(float max_error)
|
void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error)
|
||||||
{
|
{
|
||||||
if (CircleSegmentMaxError == max_error)
|
if (CircleSegmentMaxError == max_error)
|
||||||
return;
|
return;
|
||||||
@ -390,8 +390,7 @@ void ImDrawListSharedData::SetCircleSegmentMaxError(float max_error)
|
|||||||
for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++)
|
for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++)
|
||||||
{
|
{
|
||||||
const float radius = (float)i;
|
const float radius = (float)i;
|
||||||
const int segment_count = (i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError) : 0;
|
CircleSegmentCounts[i] = (ImU8)((i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError) : 0);
|
||||||
CircleSegmentCounts[i] = (ImU8)ImMin(segment_count, 255);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -549,6 +548,16 @@ void ImDrawList::_OnChangedVtxOffset()
|
|||||||
curr_cmd->VtxOffset = _CmdHeader.VtxOffset;
|
curr_cmd->VtxOffset = _CmdHeader.VtxOffset;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
int ImDrawList::_CalcCircleAutoSegmentCount(float radius) const
|
||||||
|
{
|
||||||
|
// Automatic segment count
|
||||||
|
const int radius_idx = (int)(radius + 0.999f); // ceil to never reduce accuracy
|
||||||
|
if (radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts))
|
||||||
|
return _Data->CircleSegmentCounts[radius_idx]; // Use cached value
|
||||||
|
else
|
||||||
|
return IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError);
|
||||||
|
}
|
||||||
|
|
||||||
// Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
|
// Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
|
||||||
void ImDrawList::PushClipRect(ImVec2 cr_min, ImVec2 cr_max, bool intersect_with_current_clip_rect)
|
void ImDrawList::PushClipRect(ImVec2 cr_min, ImVec2 cr_max, bool intersect_with_current_clip_rect)
|
||||||
{
|
{
|
||||||
@ -1292,11 +1301,7 @@ void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int nu
|
|||||||
if (num_segments <= 0)
|
if (num_segments <= 0)
|
||||||
{
|
{
|
||||||
// Automatic segment count
|
// Automatic segment count
|
||||||
const int radius_idx = (int)radius;
|
num_segments = _CalcCircleAutoSegmentCount(radius);
|
||||||
if (radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts))
|
|
||||||
num_segments = _Data->CircleSegmentCounts[radius_idx]; // Use cached value
|
|
||||||
else
|
|
||||||
num_segments = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError);
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
@ -1322,11 +1327,7 @@ void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col,
|
|||||||
if (num_segments <= 0)
|
if (num_segments <= 0)
|
||||||
{
|
{
|
||||||
// Automatic segment count
|
// Automatic segment count
|
||||||
const int radius_idx = (int)radius;
|
num_segments = _CalcCircleAutoSegmentCount(radius);
|
||||||
if (radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts))
|
|
||||||
num_segments = _Data->CircleSegmentCounts[radius_idx]; // Use cached value
|
|
||||||
else
|
|
||||||
num_segments = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError);
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
// dear imgui, v1.81
|
// dear imgui, v1.82 WIP
|
||||||
// (internal structures/api)
|
// (internal structures/api)
|
||||||
|
|
||||||
// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
|
// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
|
||||||
@ -629,10 +629,20 @@ struct IMGUI_API ImChunkStream
|
|||||||
//-----------------------------------------------------------------------------
|
//-----------------------------------------------------------------------------
|
||||||
|
|
||||||
// ImDrawList: Helper function to calculate a circle's segment count given its radius and a "maximum error" value.
|
// ImDrawList: Helper function to calculate a circle's segment count given its radius and a "maximum error" value.
|
||||||
// FIXME: the minimum number of auto-segment may be undesirably high for very small radiuses (e.g. 1.0f)
|
// Estimation of number of circle segment based on error is derived using method described in https://stackoverflow.com/a/2244088/15194693
|
||||||
#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN 12
|
// Number of segments (N) is calculated using equation:
|
||||||
|
// N = ceil ( pi / acos(1 - error / r) ) where r > 0, error <= r
|
||||||
|
// Our equation is significantly simpler that one in the post thanks for choosing segment that is
|
||||||
|
// perpendicular to X axis. Follow steps in the article from this starting condition and you will
|
||||||
|
// will get this result.
|
||||||
|
//
|
||||||
|
// Rendering circles with an odd number of segments, while mathematically correct will produce
|
||||||
|
// asymmetrical results on the raster grid. Therefore we're rounding N to next even number (7->8, 8->8, 9->10 etc.)
|
||||||
|
//
|
||||||
|
#define IM_ROUNDUP_TO_EVEN(_V) ((((_V) + 1) / 2) * 2)
|
||||||
|
#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN 4
|
||||||
#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX 512
|
#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX 512
|
||||||
#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(_RAD,_MAXERROR) ImClamp((int)((IM_PI * 2.0f) / ImAcos(((_RAD) - (_MAXERROR)) / (_RAD))), IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX)
|
#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(_RAD,_MAXERROR) ImClamp(IM_ROUNDUP_TO_EVEN((int)ImCeil(IM_PI / ImAcos(1 - ImMin((_MAXERROR), (_RAD)) / (_RAD)))), IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX)
|
||||||
|
|
||||||
// ImDrawList: You may set this to higher values (e.g. 2 or 3) to increase tessellation of fast rounded corners path.
|
// ImDrawList: You may set this to higher values (e.g. 2 or 3) to increase tessellation of fast rounded corners path.
|
||||||
#ifndef IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER
|
#ifndef IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER
|
||||||
@ -657,7 +667,7 @@ struct IMGUI_API ImDrawListSharedData
|
|||||||
const ImVec4* TexUvLines; // UV of anti-aliased lines in the atlas
|
const ImVec4* TexUvLines; // UV of anti-aliased lines in the atlas
|
||||||
|
|
||||||
ImDrawListSharedData();
|
ImDrawListSharedData();
|
||||||
void SetCircleSegmentMaxError(float max_error);
|
void SetCircleTessellationMaxError(float max_error);
|
||||||
};
|
};
|
||||||
|
|
||||||
struct ImDrawDataBuilder
|
struct ImDrawDataBuilder
|
||||||
@ -2308,9 +2318,10 @@ struct ImGuiTable
|
|||||||
ImGuiTableColumnIdx HeldHeaderColumn; // Index of column header being held.
|
ImGuiTableColumnIdx HeldHeaderColumn; // Index of column header being held.
|
||||||
ImGuiTableColumnIdx ReorderColumn; // Index of column being reordered. (not cleared)
|
ImGuiTableColumnIdx ReorderColumn; // Index of column being reordered. (not cleared)
|
||||||
ImGuiTableColumnIdx ReorderColumnDir; // -1 or +1
|
ImGuiTableColumnIdx ReorderColumnDir; // -1 or +1
|
||||||
|
ImGuiTableColumnIdx LeftMostEnabledColumn; // Index of left-most non-hidden column.
|
||||||
|
ImGuiTableColumnIdx RightMostEnabledColumn; // Index of right-most non-hidden column.
|
||||||
ImGuiTableColumnIdx LeftMostStretchedColumn; // Index of left-most stretched column.
|
ImGuiTableColumnIdx LeftMostStretchedColumn; // Index of left-most stretched column.
|
||||||
ImGuiTableColumnIdx RightMostStretchedColumn; // Index of right-most stretched column.
|
ImGuiTableColumnIdx RightMostStretchedColumn; // Index of right-most stretched column.
|
||||||
ImGuiTableColumnIdx RightMostEnabledColumn; // Index of right-most non-hidden column.
|
|
||||||
ImGuiTableColumnIdx ContextPopupColumn; // Column right-clicked on, of -1 if opening context menu from a neutral/empty spot
|
ImGuiTableColumnIdx ContextPopupColumn; // Column right-clicked on, of -1 if opening context menu from a neutral/empty spot
|
||||||
ImGuiTableColumnIdx FreezeRowsRequest; // Requested frozen rows count
|
ImGuiTableColumnIdx FreezeRowsRequest; // Requested frozen rows count
|
||||||
ImGuiTableColumnIdx FreezeRowsCount; // Actual frozen row count (== FreezeRowsRequest, or == 0 when no scrolling offset)
|
ImGuiTableColumnIdx FreezeRowsCount; // Actual frozen row count (== FreezeRowsRequest, or == 0 when no scrolling offset)
|
||||||
@ -2618,6 +2629,7 @@ namespace ImGui
|
|||||||
IMGUI_API void TablePopBackgroundChannel();
|
IMGUI_API void TablePopBackgroundChannel();
|
||||||
|
|
||||||
// Tables: Internals
|
// Tables: Internals
|
||||||
|
inline ImGuiTable* GetCurrentTable() { ImGuiContext& g = *GImGui; return g.CurrentTable; }
|
||||||
IMGUI_API ImGuiTable* TableFindByID(ImGuiID id);
|
IMGUI_API ImGuiTable* TableFindByID(ImGuiID id);
|
||||||
IMGUI_API bool BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0, 0), float inner_width = 0.0f);
|
IMGUI_API bool BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0, 0), float inner_width = 0.0f);
|
||||||
IMGUI_API void TableBeginInitMemory(ImGuiTable* table, int columns_count);
|
IMGUI_API void TableBeginInitMemory(ImGuiTable* table, int columns_count);
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
// dear imgui, v1.81
|
// dear imgui, v1.82 WIP
|
||||||
// (tables and columns code)
|
// (tables and columns code)
|
||||||
|
|
||||||
/*
|
/*
|
||||||
@ -687,13 +687,14 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
|
|||||||
table->ColumnsEnabledCount = 0;
|
table->ColumnsEnabledCount = 0;
|
||||||
table->EnabledMaskByIndex = 0x00;
|
table->EnabledMaskByIndex = 0x00;
|
||||||
table->EnabledMaskByDisplayOrder = 0x00;
|
table->EnabledMaskByDisplayOrder = 0x00;
|
||||||
|
table->LeftMostEnabledColumn = -1;
|
||||||
table->MinColumnWidth = ImMax(1.0f, g.Style.FramePadding.x * 1.0f); // g.Style.ColumnsMinSpacing; // FIXME-TABLE
|
table->MinColumnWidth = ImMax(1.0f, g.Style.FramePadding.x * 1.0f); // g.Style.ColumnsMinSpacing; // FIXME-TABLE
|
||||||
|
|
||||||
// [Part 1] Apply/lock Enabled and Order states. Calculate auto/ideal width for columns. Count fixed/stretch columns.
|
// [Part 1] Apply/lock Enabled and Order states. Calculate auto/ideal width for columns. Count fixed/stretch columns.
|
||||||
// Process columns in their visible orders as we are building the Prev/Next indices.
|
// Process columns in their visible orders as we are building the Prev/Next indices.
|
||||||
int count_fixed = 0; // Number of columns that have fixed sizing policies
|
int count_fixed = 0; // Number of columns that have fixed sizing policies
|
||||||
int count_stretch = 0; // Number of columns that have stretch sizing policies
|
int count_stretch = 0; // Number of columns that have stretch sizing policies
|
||||||
int last_visible_column_idx = -1;
|
int prev_visible_column_idx = -1;
|
||||||
bool has_auto_fit_request = false;
|
bool has_auto_fit_request = false;
|
||||||
bool has_resizable = false;
|
bool has_resizable = false;
|
||||||
float stretch_sum_width_auto = 0.0f;
|
float stretch_sum_width_auto = 0.0f;
|
||||||
@ -741,14 +742,16 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Mark as enabled and link to previous/next enabled column
|
// Mark as enabled and link to previous/next enabled column
|
||||||
column->PrevEnabledColumn = (ImGuiTableColumnIdx)last_visible_column_idx;
|
column->PrevEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx;
|
||||||
column->NextEnabledColumn = -1;
|
column->NextEnabledColumn = -1;
|
||||||
if (last_visible_column_idx != -1)
|
if (prev_visible_column_idx != -1)
|
||||||
table->Columns[last_visible_column_idx].NextEnabledColumn = (ImGuiTableColumnIdx)column_n;
|
table->Columns[prev_visible_column_idx].NextEnabledColumn = (ImGuiTableColumnIdx)column_n;
|
||||||
|
else
|
||||||
|
table->LeftMostEnabledColumn = (ImGuiTableColumnIdx)column_n;
|
||||||
column->IndexWithinEnabledSet = table->ColumnsEnabledCount++;
|
column->IndexWithinEnabledSet = table->ColumnsEnabledCount++;
|
||||||
table->EnabledMaskByIndex |= (ImU64)1 << column_n;
|
table->EnabledMaskByIndex |= (ImU64)1 << column_n;
|
||||||
table->EnabledMaskByDisplayOrder |= (ImU64)1 << column->DisplayOrder;
|
table->EnabledMaskByDisplayOrder |= (ImU64)1 << column->DisplayOrder;
|
||||||
last_visible_column_idx = column_n;
|
prev_visible_column_idx = column_n;
|
||||||
IM_ASSERT(column->IndexWithinEnabledSet <= column->DisplayOrder);
|
IM_ASSERT(column->IndexWithinEnabledSet <= column->DisplayOrder);
|
||||||
|
|
||||||
// Calculate ideal/auto column width (that's the width required for all contents to be visible without clipping)
|
// Calculate ideal/auto column width (that's the width required for all contents to be visible without clipping)
|
||||||
@ -778,8 +781,8 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
|
|||||||
}
|
}
|
||||||
if ((table->Flags & ImGuiTableFlags_Sortable) && table->SortSpecsCount == 0 && !(table->Flags & ImGuiTableFlags_SortTristate))
|
if ((table->Flags & ImGuiTableFlags_Sortable) && table->SortSpecsCount == 0 && !(table->Flags & ImGuiTableFlags_SortTristate))
|
||||||
table->IsSortSpecsDirty = true;
|
table->IsSortSpecsDirty = true;
|
||||||
table->RightMostEnabledColumn = (ImGuiTableColumnIdx)last_visible_column_idx;
|
table->RightMostEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx;
|
||||||
IM_ASSERT(table->RightMostEnabledColumn >= 0);
|
IM_ASSERT(table->LeftMostEnabledColumn >= 0 && table->RightMostEnabledColumn >= 0);
|
||||||
|
|
||||||
// [Part 2] Disable child window clipping while fitting columns. This is not strictly necessary but makes it possible
|
// [Part 2] Disable child window clipping while fitting columns. This is not strictly necessary but makes it possible
|
||||||
// to avoid the column fitting having to wait until the first visible frame of the child container (may or not be a good thing).
|
// to avoid the column fitting having to wait until the first visible frame of the child container (may or not be a good thing).
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
// dear imgui, v1.81
|
// dear imgui, v1.82 WIP
|
||||||
// (widgets code)
|
// (widgets code)
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
Loading…
Reference in New Issue
Block a user